/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated April 5, 2025. Replaces all prior versions.
 *
 * Copyright (c) 2013-2025, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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 *****************************************************************************/

#ifndef Spine_AnimationStateData_h
#define Spine_AnimationStateData_h

#include <spine/HashMap.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>

#include <assert.h>

namespace spine {
	class SkeletonData;

	class Animation;

	/// Stores mix (crossfade) durations to be applied when AnimationState animations are changed.
	class SP_API AnimationStateData : public SpineObject {
		friend class AnimationState;

	public:
		explicit AnimationStateData(SkeletonData *skeletonData);

		/// The SkeletonData to look up animations when they are specified by name.
		SkeletonData *getSkeletonData();

		/// The mix duration to use when no mix duration has been specifically defined between two animations.
		float getDefaultMix();

		void setDefaultMix(float inValue);

		/// Sets a mix duration by animation names.
		void setMix(const String &fromName, const String &toName, float duration);

		/// Sets a mix duration when changing from the specified animation to the other.
		/// See TrackEntry.MixDuration.
		void setMix(Animation *from, Animation *to, float duration);

		/// The mix duration to use when changing from the specified animation to the other,
		/// or the DefaultMix if no mix duration has been set.
		float getMix(Animation *from, Animation *to);

		/// Removes all mixes and sets the default mix to 0.
		void clear();

	private:
		class AnimationPair : public SpineObject {
		public:
			Animation *_a1;
			Animation *_a2;

			explicit AnimationPair(Animation *a1 = NULL, Animation *a2 = NULL);

			bool operator==(const AnimationPair &other) const;
		};

		SkeletonData *_skeletonData;
		float _defaultMix;
		HashMap<AnimationPair, float> _animationToMixTime;
	};
}

#endif /* Spine_AnimationStateData_h */
